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Xenosaga: Maximalism in Sub-Systems

Fyonn

did their best!
There are a lot of things you could say about Xenosaga, like how long the cutscenes are or how utterly silent most of the game is. What I'm going to focus on in this post is cold hard facts about the game's systems.


First, when you win a battle, all your characters get EXP. Nice! The characters that participated in battle gain Technique Points, Ether Points (not the Ether Points you use to cast spells, this is a different resource with the same name), and Skill Points.

Now, Technique Points let you upgrade you Techniques. Techniques are pretty much Deathblows from Xenogears: powerful but free special attacks. Each Technique has three upgradeable qualities: Tech (1-50), Speed (Low or High), and Wait (A2 - A0). Tech increases how powerful a Technique is, but the game does not tell you how powerful a given Technique is. You can see that R-Blade is Tech Level 3, but not how that compares to R-Drill at Tech Level 2. Speed effects whether or not the Technique can be set to Square-Circle/Triangle-Circle. Low Speed Techniques can only be set to Square-Square-Circle/Triangle-Triangle-Circle/Square-Triangle-Circle/Triangle-Square-Circle. Speed upgrades are exorbitantly expensive because the developers correctly determined High Speed Techniques are broken as heck. Every button you press in a combo string costs 2AP, and your characters only generate 4AP per turn, so High Speed Techniques can be used every turn without sacrificing any action economy efficiency. Wait determines how long it will be before you can act again after using a Technique - the lower the number the sooner. This barely matters, and as such, is pretty much free. All Techniques are either short-range or long-range. Long-range techniques can only be equipped to Triangle-Circle and Triangle-Triangle-Circle. Short-range techniques can only be equipped to the other slots.

Next, let's take a brief detour to talk about Equipment: most characters have a weapon they use in all their attacks, and it can be upgraded. Some characters fight with their bodies and instead have an auxilliary weapon they can spend 6AP on to deal similar damage as one of their 2AP attacks. Why this works like this is between Xenosaga and God. Some characters of both kinds can equip bullets to their weapons to change their properties. Every character has three armor/accessory slots. Only one piece of armor for body and head each can be equipped, but not everyone can equip head armor for some reason. Accessories can be equipped to all three slots if you want, however.

Skill Points can be spent to learn Skills from unequipped accessories. Skills are what accessories do, but now you don't have to have the accessory equipped, or can put on both the Skill and accessory for double effect. Also, each character has three Skill slots, making an effective total of up to six accessory effects per character at any given time.

Ether Points can be spent to cast spells in battle. Don't confuse them with Ether Points, which can be spent learning spells from each character's unique skill tree (but don't confuse them with Skills, which are a different thing we already talked about). Spells don't have an unlock cost. Instead, the prior spell has an Evolve cost. Anything branching off of a spell can be "Evolved" to by paying the original spell's Evolve cost. Also, you can spend half a spell's Evolve cost to teach it to a different character. There is functional overlap between spells from different characters, but the cost/power/range/equip-cost ratio can be different. Once a character knows a spell one way or another, it can be set for use. Each character has twelve spell slots, but spells might take more than one slot.

Additionally, human-or-close-enough characters can be assigned to an Anti-Gnosis Weapon System, or AGWS (commonly pronounced "eh-guhs" a bit like "aegis"). Once assigned, the appropriate character can spend a turn getting into or out of their AGWS. Each AGWS can be equipped with up to three weapons. AGWSs have two hands, two shoulders, and one auxiliary slot, but you can only use three total. AGWS weapons tend to have per-battle ammo and higher AP costs, but are about as strong as Techniques to compensate. If your AGWS has two of the hand weapon equipped, they can spend 6AP on W-Act, a more powerful attack that uses both weapons simultaneously, even if the AP cost for using both in one turn would be otherwise impossible. AGWS have FP instead of HP, and while they have a lot and have high defense, it can only be repaired at maintenance hangars or using relatively rare items. Each AGWS also has three gear slots, which are accessories for AGWSs. AGWSs do not level up, instead you must purchase better frames and generators to increase their FP and DPow (???) respectively.

In battle, characters are take turns, and turn order is displayed in a sort of truncated version of FFX's turn order line. Characters can build up Boost Points in battle and spend them to take their turn immediately after the current one, so long as they aren't already on the turn order line. The main reason to do this is the Event Slot, which advances one step every turn, and effects the results of actions taken. The slots are as follows: Empty (no changes), Critical (improved critical hit rate), Boost (improved Boost Point accumulation from attacking), and finally Points Up (2, 4, or 10 times more TP, EP, and SP from killing an enemy).




Now, here's my advice for fighting battles using all these complex systems: Upgrade a short-range and a long-range Techniques speed for each character as soon as possible, then funnel some points into those Techniques' Tech level. Save some points to eventually do this same thing with their first all enemies Technique. Win every battle by pressing Square then Circle or Triangle then Circle. Try to kill big enemies on the Points Up turn. Congratulations, you are now unstoppable.



Why did the designers decide to make Xenosaga five different games at once? We will never know.
 
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Rascally Badger

El Capitan de la outro espacio
(He/Him)
I believe Jr. has a technique that does more damage the lower his life is. There is an item that can lower hp to one. That combo breaks the game in half.
 

Beowulf

Son of The Answer Man
(He/Him)
Of course, this only applies to Xenosaga I. In the other two chapters, all bets are off.

Man, they had such big dreams when they made the first game. And it turned out so, so badly.
 

FelixSH

(He/Him)
Guys, stop making me want to play the Xenosaga games. I don't have 300 hours for these games.

Don't worry, it's already too late. It's just a matter of time, until the darkness grabs me.
 

Fyonn

did their best!
I bought an adapter to use my DS4 on my PS2 because I was tired of my wireless PS2 controller disconnecting during Xenosaga cutscenes.

Just realized I forgot to mention spending Technique Points on direct stat increases.
 
Just realized I forgot to mention spending Technique Points on direct stat increases.
Doing that was how I broke the game. The trick is that you can only raise a stat as high as the highest value anyone in your party has in that stat, so you want to pick a single stat, probably strength, raise it to the limit on everyone, and whenever someone levels up, their natural growth increases the cap for everyone else. You just keep leapfrogging stat gains that way and your damage gets ridiculous pretty fast.
 

Fyonn

did their best!
Had to look up a guide briefly because I wasn't paying attention when I got told what to do next and wow! For a game that feels interminable, not a lot happens, huh? Like, you finish the Cherenkov arc and surprise! You're more than half way done. No wonder almost every location is designed as both a town and a dungeon.

I'm still using the starter weapon for some characters! Why did they design a game so complex when it's so small?
 

spines

cyber true color
(she/her, or something)
Why did they design a game so complex when it's so small?
this makes it sound ahead of its time, truly

it came up some on the ps2, but the early xbox 360 era was all about the clash of grand ambition with the reality of actually making stuff
 

Fyonn

did their best!
It's very funny to me that *every* wall next to the camera has an arbitrary weird rectangular structure so the camera never has to deal with a wall between it and you.
 

Fyonn

did their best!
I'm up to the final dungeon and I'm concerned the final bosses might be non-trivial.

So it's time to got get ERDE KAISER.

EDIT: Endgame Xenosaga is full of cool robots. Erde Kaiser, while being a big stack of damage, is not one of those cool robots. It's needs some texture work!
 
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Fyonn

did their best!
Double posting because I'm done With Xenosaga

So here's the thing about Xenosaga: it makes a lot of weird choices that don't quite mesh together, and I covered that in the first post. But most of those choices, in isolation, are pretty cool. Here's some stuff I think about the game from worst to best.


Really Bad Choices:
  • There's a scene where Hammer wonders if KOS-MOS is cute or not while thinking that she's a corpse stuck on the Elsa's hull which is just all kinds of fucked up. At least someone calls his ass out on it, but this does establish a trend from Monolith of creating sex pest characters who get treated with the tone of "oh you rascal, haha."
  • Giving the Forever A Child character a miniskirt and a bunch of incidental panty shots that could have been avoided by giving her pants or a longer skirt instead. But also the villain spends a lot of time treating young girl characters as disposable objects with sexual abuse coding? I call this the Persona 5 Paradox, where writers demonstrate knowledge of something being bad and then do the thing themselves anyway.


Regular Bad Choices:
  • Live orchestral music that ate so much budget that most of the game is completely silent.
  • Junior's outfit is phenomenally bad.
  • chaos sure does have a name, huh? I'm sure it's unchanged from and comes across better in Japanese. I get it, he's definitely a real-ass angel, but it feels very silly in a way most of the stuff the game asks you to suspend disbelief for doesn't.


Cool Mechanics In Isolation Choices:
  • AP-based physical attacks that allow you to trade off half your attack power to cash in for a super attack later. Also makes Guarding a more attractive option since you effectively get to cash in for both turns next turn. Item usage is also preferable to magic healing in that using an item twice in one battle is a free super attack. Dragged down by: you can trivially make it so you can use a super attack every turn, completely invalidating the whole mechanic.
  • AGWS serve as a secondary resource to be spent on difficult encounters. AGWS are very powerful, and have a ton of HP, but can't be healed in the field without using rare resources. AGWS can also serve to cover a character's weaknesses - an AGWS assigned to a Ether-focused character can be armed with powerful melee weapons, or a character who attacks primarily with one element can have their AGWS use weapons of a different element, mitigating risk from battle to battle. Essentially every character is Yuna from FFX, but everyone can bring out their summon at the same time. Dragged down by: The ability to over-tune Techniques makes AGWS-level damage output redundant, and there a few enemies that put enough pressure on the player to use them. You also sacrifice your turn to get into one, which puts you on the bad end of the turn economy. Finally, there aren't enough AGWS for everyone, and in a game full of cool robots, the AGWS are either minimally cool or too similar to each other.
  • Characters have set roles based on the magic they can cast, but some of that magic can be shared between characters by expending a unique resource, allowing limited customization. Dragged down by: magic's bad, man. You should just give healing spells to everyone until you can give Erde Kaiser to Shion.
  • Like in many JRPGs, as a battle continues, you build up a resource that can be spent to do cool stuff. This resource in Xenosaga is Boost Gauge, and instead of using a super attack, you can go "actually the next turn will be mine," and even chain multiple Boosts together, so long as it isn't the same character back-to-back. Enemies can Boost too, and some of them - Red Boosts - take priority over yours but do not erase them. Thanks to the predictability of the Event Slot, there's a valuable reason to spend Boost even if you don't necessarily "need" the extra turn. Dragged down by: Regular battles are too short for the Boost gauge to really build up. An unfortunate number of enemies "solve" this problem by starting with charges of Boost gauge, and since Boost is per-combatant, not per-party, that means you can run into situations where a fresh enemy party take 6-10 turns before you get to act at all. Kobolds are particularly bad about this, making them one of the deadliest enemies in the game.


Cool Shit:
  • Really cool world building, Xenosaga is a setting with a sense of real history and politics to it, and it pulls from mecha tropes instead of JRPG tropes, so it feels dramatically distinct from even other sci-fi JRPGs from the same director.
  • The game reigns in complex world building by always establishing clear and easy-to-understand goals. Once the inciting incident is over, you spend the entire game trying to get to Second Miltia intact.
  • What if the devil's machine (the Gundam) was a person and had friends? I'll tell you what: she'd be sick as fuck and everyone would love her.
  • Character writing! These are good-ass characters. All of them contribute to the central themes, and none of them feel like they're out of left field or get left behind like several Xenogears characters. Speaking of themes...


Kickass Themes:
  • Who counts as a person and has lives that are valuable, important, and deserving of respect? Everyone. George Lucas and JK Rowling could never.
  • Even if society tried to metaphorically or literally forge you into a weapon of war, you can always push back and reclaim or construct your identity.
  • Showing the people around you kindness can change their lives forever. Xenosaga is a game about the demonstrable, actual power of friendship and doesn't feature even one "power of friendship" speech that isn't a joke.
  • Don't blow up everything you see just because a "you can blow this up" icon appears over it. I'm sure we can all apply this last one to our daily lives.



Here's the big takeaway for me: Xenosaga is 40 hours long, and the combat is too easily trivialized despite having really cool ideas. The rest of the game is strong and coherent enough to, in my opinion, make that 40 hours totally worth experiencing personally at least once.

Anyway you may have noticed I did not reference Xenosaga Episode 1, in the thread title. There's no getting off of this train I'm on! wait no that's a different game about fighting against class structure and destiny
 
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